Transcription

TUESDAY 10 MAY 1966 130th day - 235 days to come


Spoke to Arthur. He has added two rules to ALCHEMY. He allows the turning up of a card at the corners of a rectangle. Thus a player next can be left with a card he cannot turn over, as long as he has at least one face-up card. If both players are left successively with one pile which cannot be combined - it is a draw.


(contin. from 5/8) [5/7]

[diagram at left: five columns drawn on a square with arrows drawn on them]

(see 4/8). Five different games. 1st - as described on 4/8. 2nd - same as first except that pieces are removed as soon as they reach end. Scoring same as first. 3rd - First to get 10 points across wins. Each pc. is removed as crossed. I believe that the multiplying by the final pc. across is not done, the victory being the difference between the total brought across. 4th - Checkers - pcs. are removed when jumped. Pcs. can be moved backwards at any time as well as forward or sideways. If each player is left with one pc., the higher number wins. 5th - Speedy Checkers - Once at least one player has lost 3 pcs. the game continues as long as each player move is a jump. As soon as no jump is possible, game is over. Most total captured numb Highest total captured wins.

In "Two Guys" store bought 2 copies of MEMORY (MB).

Saw 21 SKIDOO (Mattel):- There is a black board with some 30 circles on it. The circles are half black and half red. Each one has a hinged [crossed out] semicircle, red on one side and black on the other, so that depending on the side of the hinged pc., the circle is all black or all red. Each players starts with all circles ball black. He hits the board with a hammer turning some circles to red. Can hit as many times as he wishes trying to get as close to 21 as possible. But if go over 21, player is out.

[started 5/7]